What Is 2019 Formula One eSports Series
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Last updated: April 15, 2026
Key Facts
- The 2019 F1 eSports Series featured 40 drivers from 10 teams competing in the F1 2019 game
- The Grand Final was held on December 7, 2019, at the Gfinity Arena in London
- Thomas Ronhaar from Team Redline won the 2019 championship
- Each race weekend included qualifying and a 50% length race based on real F1 circuits
- The series used F1 2019, developed by Codemasters and officially licensed by Formula 1
Overview
The 2019 Formula One eSports Series marked the third season of the official digital racing competition sanctioned by Formula 1. Designed to mirror the real-world F1 season, it brought together top sim racers from around the globe to compete in a virtual format using the official F1 2019 video game.
This season continued the format established in previous years, combining online qualifying rounds with live studio events culminating in a Grand Final. The series emphasized realism, with races based on actual F1 circuits, regulations, and race formats adapted for virtual competition.
- 40 drivers participated across 10 teams, each representing real-world Formula 1 constructors such as Mercedes, Ferrari, and Red Bull.
- The competition spanned eight rounds, with each event simulating a real F1 race weekend including qualifying and a 50% race length format.
- Races were conducted using F1 2019, the official game developed by Codemasters, featuring accurate car physics and track layouts.
- The Grand Final was held live on December 7, 2019, at the Gfinity Arena in London, broadcast globally via F1’s digital platforms.
- Thomas Ronhaar, competing for Team Redline, claimed the 2019 title after accumulating the highest points total across all events.
How It Works
The 2019 F1 eSports Series followed a structured format combining online qualifiers, live studio events, and a final showdown, all rooted in competitive sim racing principles.
- Qualifying Rounds: Drivers competed in online time trials to determine grid positions for each race, using the same track conditions and car setups as the real F1 calendar. These sessions were held under supervision to ensure fairness.
- Race Format: Each round featured a 50% race length, meaning virtual races lasted approximately half the duration of real F1 events, preserving competitive intensity while managing broadcast timing.
- Driver Representation: Each of the 10 teams fielded four drivers, with points contributing to both individual and team standings, mimicking the dual scoring system of actual F1.
- Game Platform: All races were run on F1 2019, the official Codemasters game available on PlayStation, Xbox, and PC, with standardized settings to ensure parity.
- Live Events: The top qualifiers advanced to live studio events, where races were streamed globally, featuring real-time commentary and analysis from F1 media personalities.
- Championship Scoring: Points were awarded based on finishing positions using the standard F1 system: 25 for 1st, 18 for 2nd, 15 for 3rd, down to 1 point for 10th place.
Comparison at a Glance
Below is a comparison of the 2019 F1 eSports Series with its real-world counterpart and previous eSports seasons:
| Feature | 2019 F1 eSports Series | Real-World F1 2019 | F1 eSports 2018 |
|---|---|---|---|
| Number of Drivers | 40 | 20 | 40 |
| Teams | 10 | 10 | 10 |
| Race Length | 50% of real race duration | Full race duration | 50% of real race duration |
| Game/Platform | F1 2019 (Codemasters) | Real cars and circuits | F1 2018 (Codemasters) |
| Champion | Thomas Ronhaar | Lewis Hamilton | Lucas Blakeley |
The table highlights how the eSports series mirrors real F1 in structure but adapts for digital play. While the number of participants is double that of real F1, the team-to-driver ratio remains consistent. The use of 50% race length balances realism with viewer engagement, and the shift in champions from Blakeley to Ronhaar reflects the competitive turnover in the sim racing scene.
Why It Matters
The 2019 Formula One eSports Series was a milestone in the convergence of traditional motorsport and digital entertainment, demonstrating the growing legitimacy of virtual racing as a professional discipline.
- Increased viewership: The Grand Final attracted over 1.5 million live viewers online, showcasing the expanding audience for eSports in motorsport.
- Pathway to real racing: Several participants, such as Bono Huis, have transitioned into real-world racing, blurring the line between sim and physical motorsport.
- Team involvement: Real F1 teams like Mercedes-AMG Petronas Esports fielded official squads, integrating eSports into their brand strategy.
- Technological accuracy: The use of F1 2019 with realistic physics and tire models enhanced credibility among fans and drivers alike.
- Global accessibility: The digital format allowed drivers from countries without F1 tracks to compete on an equal stage, democratizing access to elite motorsport.
- Commercial growth: Sponsorships from brands like Logitech and Intel highlighted the commercial viability of eSports within the F1 ecosystem.
The 2019 season solidified the F1 eSports Series as a core component of the Formula 1 brand, paving the way for future integration of virtual and real-world racing experiences.
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Sources
- WikipediaCC-BY-SA-4.0
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